3 ANSWERS

How to play Whole Number DaMath
· Set the starting position of the chips as follows:
'Red Chip' Player whole nos. 'blue chip' player 'red chip' player
9 (1,2) (6,5)
2 5 8 11 6 (3,2) (4,5)
7 10 3 0 1 (5,2) (2,5)
4 1 6 9 4 (7,2) (0,5)
0 (0,1) (7,6)
3 (2,1) (5,6)
9 6 1 4 10 (4,1) (3,6)
0 3 10 7 7 (6,1) (1,6)
11 8 5 2 11 (1,0) (6,7)
8 (3,0) (4,7)
'Blue Chip' Player 5 (5,0) (2,7)
2 (7,0) (0,7)
· Toss a coin to determine which player will have the first 'move'.
· Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip.
· The two players alternately take turns in moving a chip (pass is not allowed).
· A player who touches a chip ('touch move') is required to move unless it is not possible to do so.
· After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two players).
· Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation.
· In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip lands.
· A chip is declared 'dama' if it stops in any of the following squares of the opposing player: (1,0) (3,0) (5,0) (7,0) Similarly, the opposing player's chip is declared 'dama' if it stops in any of the following squares: (0,7) (2,7) (4,7) (6,7)
· A 'dama' chip can slide diagonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby its corresponding sum, difference, product or quotient is doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled.
· Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled.
· A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips.
· Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails.
· A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet.
· The game ends if:
· the 20-minute game period lapsed;
· the moves are repetitive;
· a player has no more chip to move;
· an opponent's chip is 'cornered'.
· The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled.
· The player with the greater accumulated total score wins the game.
How to play Integer DaMath
· Set the starting position of the chips as follows:
'Red Chip' Player integers 'blue chip' player 'red chip' player
-9 (1,2) (6,5)
2 - 5 8 -11 6 (3,2) (4,5)
-7 10 -3 0 -1 (5,2) (2,5)
4 - 1 6 -9 4 (7,2) (0,5)
0 (0,1) (7,6)
-3 (2,1) (5,6)
-9 6 -1 4 10 (4,1) (3,6)
0 -3 10 -7 -7 (6,1) (1,6)
-11 8 -5 2 -11 (1,0) (6,7)
8 (3,0) (4,7)
'Blue Chip' Player -5 (5,0) (2,7)
2 (7,0) (0,7)
· Toss a coin to determine which player will have the first 'move'.
· Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip.
· The two players alternately take turns in moving a chip (pass is not allowed).
· A player who touches a chip ('touch move') is required to move unless it is not possible to do so.
· After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two players).
· Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation.
· In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip lands.
· A chip is declared 'dama' if it stops in any of the following squares of the opposing player: (1,0) (3,0) (5,0) (7,0) Similarly, the opposing player's chip is declared 'dama' if it stops in any of the following squares: (0,7) (2,7) (4,7) (6,7)
· A 'dama' chip can slide diagonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby its corresponding sum, difference, product or quotient is doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled.
· Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled.
· A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips.
· Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails.
· A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet.
· The game ends if:
· the 20-minute game period lapsed;
· the moves are repetitive;
· a player has no more chip to move;
· an opponent's chip is 'cornered'.
· The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled.
· The player with the greater accumulated total score wins the game.
How to play Fraction DaMath
· Set the starting position of the chips as follows:
'Red Chip' Player fractions 'blue chip' player 'red chip' player
10/10 (1,2) (6,5)
3/10 6/10 9/10 12/10 7/10 (3,2) (4,5)
8/10 11/10 4/10 1/10 2/10 (5,2) (2,5)
5/10 2/10 7/10 10/10 5/10 (7,2) (0,5)
1/10 (0,1) (7,6)
4/10 (2,1) (5,6)
10/10 7/10 2/10 5/10 11/10 (4,1) (3,6)
1/10 4/10 11/10 8/10 8/10 (6,1) (1,6)
12/10 9/10 6/10 3/10 12/10 (1,0) (6,7)
9/10 (3,0) (4,7)
'Blue Chip' Player 6/10 (5,0) (2,7)
3/10 (7,0) (0,7)
· Toss a coin to determine which player will have the first 'move'.
· Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip.
· The two players alternately take turns in moving a chip (pass is not allowed).
· A player who touches a chip ('touch move') is required to move unless it is not possible to do so.
· After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two players).
· Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation.
· In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip lands.
· A chip is declared 'dama' if it stops in any of the following squares of the opposing player: (1,0) (3,0) (5,0) (7,0) Similarly, the opposing player's chip is declared 'dama' if it stops in any of the following squares: (0,7) (2,7) (4,7) (6,7)
· A 'dama' chip can slide diagonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby its corresponding sum, difference, product or quotient is doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled.
· Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled.
· A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips.
· Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails.
· A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet.
· The game ends if:
· the 20-minute game period lapsed;
· the moves are repetitive;
· a player has no more chip to move;
· an opponent's chip is 'cornered'.
· The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled.
· The player with the greater accumulated total score wins the game.
How to play Binary DaMath
· Set the starting position of the chips as follows:
'Red Chip' Player whole nos. 'blue chip' player 'red chip' player
0 (1,2) (6,5)
1 0 1 0 1 (3,2) (4,5)
0 1 0 1 0 (5,2) (2,5)
1 0 1 0 1 (7,2) (0,5)
1 (0,1) (7,6)
0 (2,1) (5,6)
0 1 0 1 1 (4,1) (3,6)
1 0 1 0 0 (6,1) (1,6)
0 1 0 1 0 (1,0) (6,7)
1 (3,0) (4,7)
'Blue Chip' Player 0 (5,0) (2,7)
1 (7,0) (0,7)
· Toss a coin to determine which player will have the first 'move'.
· Moving a chip means sliding it diagonally in the forward direction only except when taking an opponent's chip or if a 'dama' chip takes an opponent's chip.
· The two players alternately take turns in moving a chip (pass is not allowed).
· A player who touches a chip ('touch move') is required to move unless it is not possible to do so.
· After each 'move', a player has to record his or her 'move' in a scoresheet (only one scoresheet will be used by the two players).
· Each player is allotted one minute per 'move' including the recording of the 'move' and the corresponding score in the scoresheet. Inasmuch as taking a chip or chips is mandatory, then the one-minute per 'move' does not apply in this situation.
· In taking an opponent's chip, the 'taker' chip jumps over the 'taken' chip and uses any of the four operation symbols of +, -, x, and -:- where the taker chip lands.
· A chip is declared 'dama' if it stops in any of the following squares of the opposing player: (1,0) (3,0) (5,0) (7,0) Similarly, the opposing player's chip is declared 'dama' if it stops in any of the following squares: (0,7) (2,7) (4,7) (6,7)
· A 'dama' chip can slide diagonally forward or backward in any unoccupied square as long as no opponent's chip blocks its path. It could take a chip or chips whereby its corresponding sum, difference, product or quotient is doubled. Similarly, if an ordinary chip takes an opponent's 'dama' chip, its score is also doubled.
· Correspondingly, if a 'dama' chip takes an opponent's 'dama' chip, then its score is quadrupled.
· A 'taker' chip can take one chip or more than one chips with the required option to take the greater number of chips.
· Between "a 'dama' chip taking an opponent's chip" and "a chip taking an opponent's chip", the former prevails.
· A 'taker' or 'taken dama' chip should be identified by encircling it in the scoresheet.
· The game ends if:
· the 20-minute game period lapsed;
· the moves are repetitive;
· a player has no more chip to move;
· an opponent's chip is 'cornered'.
· The remaining chip or chips of the players are to be added to their respective scores. If the remaining chip is a 'dama', then its score is also doubled.
· The player with the greater accumulated total score wins the game